Now that you??™ve completed this exercise, watch the Penguin_FollowUp video in the
Chapter 12 folder of this book??™s DVD to see how you can create weight maps on the points
of the arms and create additional bones for them.
Skelegons
As you worked through the setup of just a few bones for the penguin earlier in this chapter,
you probably realized that applying bones can be a tedious process. And it can!
Skelegons often speed the setup of bone structures, because you build Skelegons along
with your model as you work in Modeler.
Skelegons are polygons that resemble bones, and eventually they become bones in Layout.
You create and modify Skelegons in Modeler as if they were polygons and then convert
There??™s a little trick in LightWave you can try when setting up additional bones and
weights. If you give a weight map created in Modeler exactly the same name as a bone
(capitalization included), Layout will apply the map to that bone automatically when
you load the model into a scene.
When working with the Auto Key feature, remember that movements, rotations, and
the like are recorded. If you happen to rotate a bone and deform the object when you
didn??™t intend to, you can always undo.
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